From 38669bd5fdf703f94de1884798580e9326e00057 Mon Sep 17 00:00:00 2001 From: Campbell Barton Date: Sat, 11 Sep 2010 10:31:50 +0000 Subject: [PATCH] - added PNG image export option to UV layout (was only SVG and EPS which was annotying for some users) - support for non utf8 paths when exporting UV layout. --- release/scripts/op/io_scene_3ds/__init__.py | 3 - release/scripts/op/uv.py | 314 ++++++++++++++------ 2 files changed, 225 insertions(+), 92 deletions(-) diff --git a/release/scripts/op/io_scene_3ds/__init__.py b/release/scripts/op/io_scene_3ds/__init__.py index cff8feb7255..242ed751ceb 100644 --- a/release/scripts/op/io_scene_3ds/__init__.py +++ b/release/scripts/op/io_scene_3ds/__init__.py @@ -74,9 +74,6 @@ def unregister(): bpy.types.INFO_MT_file_import.remove(menu_func_import) bpy.types.INFO_MT_file_export.remove(menu_func_export) -if __name__ == "__main__": - register() - # NOTES: # why add 1 extra vertex? and remove it when done? - "Answer - eekadoodle - would need to re-order UV's without this since face order isnt always what we give blender, BMesh will solve :D" # disabled scaling to size, this requires exposing bb (easy) and understanding how it works (needs some time) diff --git a/release/scripts/op/uv.py b/release/scripts/op/uv.py index 05c2f2522a8..cd0c2acf75c 100644 --- a/release/scripts/op/uv.py +++ b/release/scripts/op/uv.py @@ -21,6 +21,218 @@ import bpy from bpy.props import * +def write_svg(fw, mesh, image_width, image_height, face_iter): + # for making an XML compatible string + from xml.sax.saxutils import escape + from os.path import basename + + fw('\n') + fw('\n') + fw('\n') + desc = "%r, %s, (Blender %s)" % (basename(bpy.data.filepath), mesh.name, bpy.app.version_string) + fw('%s\n' % escape(desc)) + + # svg colors + fill_settings = [] + fill_default = 'fill="grey"' + for mat in mesh.materials if mesh.materials else [None]: + if mat: + fill_settings.append('fill="rgb(%d, %d, %d)"' % tuple(int(c * 255) for c in mat.diffuse_color)) + else: + fill_settings.append(fill_default) + + faces = mesh.faces + for i, uvs in face_iter: + try: # rare cases material index is invalid. + fill = fill_settings[faces[i].material_index] + except IndexError: + fill = fill_default + + fw('\n') + fw('\n') + fw('\n') + + +def write_eps(fw, mesh, image_width, image_height, face_iter): + fw('%!PS-Adobe-3.0 EPSF-3.0\n') + fw("%%%%Creator: Blender %s\n" % bpy.app.version_string) + fw('%%Pages: 1\n') + fw('%%Orientation: Portrait\n') + fw("%%%%BoundingBox: 0 0 %d %d\n" % (image_width, image_height)) + fw("%%%%HiResBoundingBox: 0.0 0.0 %.4f %.4f\n" % (image_width, image_height)) + fw('%%EndComments\n') + fw('%%Page: 1 1\n') + fw('0 0 translate\n') + fw('1.0 1.0 scale\n') + fw('0 0 0 setrgbcolor\n') + fw('[] 0 setdash\n') + fw('1 setlinewidth\n') + fw('1 setlinejoin\n') + fw('1 setlinecap\n') + fw('/DRAW {') + # can remove from here to next comment to disable filling, aparently alpha is not supported + fw('gsave\n') + fw('0.7 setgray\n') + fw('fill\n') + fw('grestore\n') + fw('0 setgray\n') + # remove to here + fw('stroke\n') + fw('} def\n') + fw('newpath\n') + + firstline = True + for i, uvs in face_iter: + for j, uv in enumerate(uvs): + x, y = uv[0], uv[1] + if j == 0: + if not firstline: + fw('closepath\n') + fw('DRAW\n') + fw('newpath\n') + firstline = False + fw('%.5f %.5f moveto\n' % (x * image_width, y * image_height)) + else: + fw('%.5f %.5f lineto\n' % (x * image_width, y * image_height)) + + fw('closepath\n') + fw('DRAW\n') + fw('showpage\n') + fw('%%EOF\n') + + +def write_png(fw, mesh_source, image_width, image_height, face_iter): + filepath = fw.__self__.name + fw.__self__.close() + + material_solids = [bpy.data.materials.new("uv_temp_solid") for i in range(len(mesh_source.materials))] + material_wire = bpy.data.materials.new("uv_temp_wire") + + scene = bpy.data.scenes.new("uv_temp") + mesh = bpy.data.meshes.new("uv_temp") + for mat_solid in material_solids: + mesh.materials.append(mat_solid) + + tot_verts = 0 + face_lens = [] + for f in mesh_source.faces: + tot_verts += len(f.vertices) + + # now set the faces coords and locations + # build mesh data + mesh_new_vertices = [] + mesh_new_materials = [] + mesh_new_face_vertices = [] + + + current_vert = 0 + faces_source = mesh_source.faces + for i, uv in face_iter: + if len(uv) == 3: + mesh_new_vertices.extend([uv[0][0], uv[0][1], 0.0, uv[1][0], uv[1][1], 0.0, uv[2][0], uv[2][1], 0.0]) + mesh_new_face_vertices.extend([current_vert, current_vert + 1, current_vert + 2, 0]) + current_vert += 3 + else: + mesh_new_vertices.extend([uv[0][0], uv[0][1], 0.0, uv[1][0], uv[1][1], 0.0, uv[2][0], uv[2][1], 0.0, uv[3][0], uv[3][1], 0.0]) + mesh_new_face_vertices.extend([current_vert, current_vert + 1, current_vert + 2, current_vert + 3]) + current_vert += 4 + + mesh_new_materials.append(faces_source[i].material_index) + + mesh.vertices.add(len(mesh_new_vertices) // 3) + mesh.faces.add(len(mesh_new_face_vertices) // 4) + + mesh.vertices.foreach_set("co", mesh_new_vertices) + mesh.faces.foreach_set("vertices_raw", mesh_new_face_vertices) + mesh.faces.foreach_set("material_index", mesh_new_materials) + + mesh.update(calc_edges=True) + + obj_solid = bpy.data.objects.new("uv_temp_solid", mesh) + obj_wire = bpy.data.objects.new("uv_temp_wire", mesh) + base_solid = scene.objects.link(obj_solid) + base_wire = scene.objects.link(obj_wire) + base_solid.layers[0] = True + base_wire.layers[0] = True + + # place behind the wire + obj_solid.location = 0, 0, -1 + + obj_wire.material_slots[0].link = 'OBJECT' + obj_wire.material_slots[0].material = material_wire + + + # setup the camera + cam = bpy.data.cameras.new("uv_temp") + cam.type = 'ORTHO' + cam.ortho_scale = 1.0 + obj_cam = bpy.data.objects.new("uv_temp_cam", cam) + obj_cam.location = 0.5, 0.5, 1.0 + scene.objects.link(obj_cam) + scene.camera = obj_cam + + # setup materials + for i, mat_solid in enumerate(material_solids): + mat_solid.diffuse_color = mesh_source.materials[i].diffuse_color + mat_solid.use_shadeless = True + mat_solid.use_transparency = True + mat_solid.alpha = 0.25 + + material_wire.type = 'WIRE' + material_wire.use_shadeless = True + material_wire.diffuse_color = 0, 0, 0 + + + # scene render settings + scene.render.use_raytrace = False + scene.render.alpha_mode = 'STRAIGHT' + scene.render.color_mode = 'RGBA' + + scene.render.resolution_x = image_width + scene.render.resolution_y = image_height + scene.render.resolution_percentage = 100 + + if image_width > image_height: + scene.render.pixel_aspect_y = image_width / image_height + elif image_width < image_height: + scene.render.pixel_aspect_x = image_height /image_width + + scene.frame_start = 1 + scene.frame_end = 1 + + scene.render.file_format = 'PNG' + scene.render.filepath = filepath + + data_context = {"blend_data": bpy.context.blend_data, "scene": scene} + bpy.ops.render.render(data_context, animation=True) + + # stupid + import os + animpath = scene.render.frame_path(1) + os.rename(animpath, os.path.abspath(filepath)) + + # cleanup + bpy.data.scenes.remove(scene) + bpy.data.objects.remove(obj_cam) + bpy.data.objects.remove(obj_solid) + bpy.data.objects.remove(obj_wire) + + bpy.data.cameras.remove(cam) + bpy.data.meshes.remove(mesh) + + bpy.data.materials.remove(material_wire) + for mat_solid in material_solids: + bpy.data.materials.remove(mat_solid) + + class ExportUVLayout(bpy.types.Operator): '''Export the Mesh as SVG''' @@ -29,15 +241,17 @@ class ExportUVLayout(bpy.types.Operator): bl_label = "Export UV Layout" bl_options = {'REGISTER', 'UNDO'} - filepath = StringProperty(name="File Path", description="File path used for exporting the SVG file", maxlen=1024, default="") + filepath = StringProperty(name="File Path", description="File path used for exporting the SVG file", maxlen=1024, default="", subtype='FILE_PATH') check_existing = BoolProperty(name="Check Existing", description="Check and warn on overwriting existing files", default=True, options={'HIDDEN'}) export_all = BoolProperty(name="All UV's", description="Export all UVs in this mesh (not just the visible ones)", default=False) mode = EnumProperty(items=( ('SVG', "Scalable Vector Graphic (.svg)", "Export the UV layout to a vector SVG file"), - ('EPS', "Encapsulate PostScript (.eps)", "Export the UV layout to a vector EPS file")), + ('EPS', "Encapsulate PostScript (.eps)", "Export the UV layout to a vector EPS file"), + ('PNG', "PNG Image (.png)", "Export the UV layout a bitmap image")), name="Format", description="File format to export the UV layout to", - default='SVG') + default='PNG') + size = IntVectorProperty(size=2, default=(1024, 1024), min=8, max=32768) @classmethod def poll(cls, context): @@ -99,18 +313,14 @@ class ExportUVLayout(bpy.types.Operator): yield (i, uv_layer[i].uv) def execute(self, context): - # for making an XML compatible string - from xml.sax.saxutils import escape - from os.path import basename obj = context.active_object is_editmode = (obj.mode == 'EDIT') if is_editmode: bpy.ops.object.mode_set(mode='OBJECT', toggle=False) - image_width, image_height = self._image_size(context) + mesh = obj.data - faces = mesh.faces mode = self.mode @@ -120,86 +330,13 @@ class ExportUVLayout(bpy.types.Operator): fw = file.write if mode == 'SVG': - - fw('\n') - fw('\n') - fw('\n') - desc = "%s, %s, %s (Blender %s)" % (basename(bpy.data.filepath), obj.name, mesh.name, bpy.app.version_string) - fw('%s\n' % escape(desc)) - - # svg colors - fill_settings = [] - fill_default = 'fill="grey"' - for mat in mesh.materials if mesh.materials else [None]: - if mat: - fill_settings.append('fill="rgb(%d, %d, %d)"' % tuple(int(c * 255) for c in mat.diffuse_color)) - else: - fill_settings.append(fill_default) - - for i, uvs in self._face_uv_iter(context): - try: # rare cases material index is invalid. - fill = fill_settings[faces[i].material_index] - except IndexError: - fill = fill_default - - fw('\n') - fw('\n') - fw('\n') - + func = write_svg elif mode == 'EPS': - fw('%!PS-Adobe-3.0 EPSF-3.0\n') - fw("%%%%Creator: Blender %s\n" % bpy.app.version_string) - fw('%%Pages: 1\n') - fw('%%Orientation: Portrait\n') - fw("%%%%BoundingBox: 0 0 %d %d\n" % (image_width, image_height)) - fw("%%%%HiResBoundingBox: 0.0 0.0 %.4f %.4f\n" % (image_width, image_height)) - fw('%%EndComments\n') - fw('%%Page: 1 1\n') - fw('0 0 translate\n') - fw('1.0 1.0 scale\n') - fw('0 0 0 setrgbcolor\n') - fw('[] 0 setdash\n') - fw('1 setlinewidth\n') - fw('1 setlinejoin\n') - fw('1 setlinecap\n') - fw('/DRAW {') - # can remove from here to next comment to disable filling, aparently alpha is not supported - fw('gsave\n') - fw('0.7 setgray\n') - fw('fill\n') - fw('grestore\n') - fw('0 setgray\n') - # remove to here - fw('stroke\n') - fw('} def\n') - fw('newpath\n') + func = write_eps + elif mode == 'PNG': + func = write_png - firstline = True - for i, uvs in self._face_uv_iter(context): - for j, uv in enumerate(uvs): - x, y = uv[0], uv[1] - if j == 0: - if not firstline: - fw('closepath\n') - fw('DRAW\n') - fw('newpath\n') - firstline = False - fw('%.5f %.5f moveto\n' % (x * image_width, y * image_height)) - else: - fw('%.5f %.5f lineto\n' % (x * image_width, y * image_height)) - - fw('closepath\n') - fw('DRAW\n') - fw('showpage\n') - fw('%%EOF\n') + func(fw, mesh, self.size[0], self.size[1], self._face_uv_iter(context)) if is_editmode: bpy.ops.object.mode_set(mode='EDIT', toggle=False) @@ -207,15 +344,14 @@ class ExportUVLayout(bpy.types.Operator): return {'FINISHED'} def invoke(self, context, event): + self.size = self._image_size(context) wm = context.window_manager wm.add_fileselect(self) return {'RUNNING_MODAL'} def menu_func(self, context): - import os - default_path = os.path.splitext(bpy.data.filepath)[0] + ".svg" - self.layout.operator(ExportUVLayout.bl_idname).filepath = default_path + self.layout.operator(ExportUVLayout.bl_idname) def register():